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<h1>/home/ph3w/Bureau/lif7-bomberman/bonus.h</h1>  </div>
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<div class="contents">
<a href="bonus_8h.html">Aller à la documentation de ce fichier.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="preprocessor">#ifndef BONUS_h</span>
<a name="l00002"></a>00002 <span class="preprocessor"></span><span class="preprocessor">#define BONUS_h</span>
<a name="l00003"></a>00003 <span class="preprocessor"></span>
<a name="l00004"></a>00004 <span class="preprocessor">#include &lt;vector&gt;</span>
<a name="l00005"></a>00005 <span class="preprocessor">#include &lt;time.h&gt;</span>
<a name="l00006"></a>00006 <span class="preprocessor">#include &quot;<a class="code" href="coordonnees_8h.html">coordonnees.h</a>&quot;</span>
<a name="l00007"></a>00007 <span class="preprocessor">#include &quot;<a class="code" href="outils_8h.html">outils.h</a>&quot;</span>
<a name="l00008"></a>00008 <span class="comment"></span>
<a name="l00009"></a>00009 <span class="comment">/*!</span>
<a name="l00010"></a>00010 <span class="comment">* @class bonus</span>
<a name="l00011"></a>00011 <span class="comment">* @brief Gère les bonus.</span>
<a name="l00012"></a>00012 <span class="comment">*</span>
<a name="l00013"></a>00013 <span class="comment">* Cette classe possède 2 couches de fonctionnement:</span>
<a name="l00014"></a>00014 <span class="comment">* -# La couche général, qui regroupe les bonus disponibles pour la partie.&lt;br /&gt;</span>
<a name="l00015"></a>00015 <span class="comment">*   (En commum avec toutes les instances de cette class)&lt;br /&gt;</span>
<a name="l00016"></a>00016 <span class="comment">*   &lt;b&gt;A initialiser en 1er !via bonus::bonusProp()&lt;/b&gt;&lt;br /&gt;</span>
<a name="l00017"></a>00017 <span class="comment">*   &gt; Cette couche contient les probabilités de chaque objets et la quantité Maximum ramassables par joueur.</span>
<a name="l00018"></a>00018 <span class="comment">* -# La couche instanciable, unique a chaque instance.&lt;br /&gt;</span>
<a name="l00019"></a>00019 <span class="comment">*   &gt; Cette couche contient la quatité max en stock et la quantité utilisable.</span>
<a name="l00020"></a>00020 <span class="comment">*</span>
<a name="l00021"></a>00021 <span class="comment">* @section aide Aide sur les variables</span>
<a name="l00022"></a>00022 <span class="comment">* Mais c&#39;est quoi la différence entre: quantite_utilisable, quantite_MAX_en_stock, quantite_MAX_Ramassable, probabiliter_pop ?&lt;br /&gt;</span>
<a name="l00023"></a>00023 <span class="comment">*</span>
<a name="l00024"></a>00024 <span class="comment">* Prenons un exemple:&lt;br /&gt;</span>
<a name="l00025"></a>00025 <span class="comment">*   - Soit un perso bomberman.</span>
<a name="l00026"></a>00026 <span class="comment">*   - Le perso est capable de porter 10 bombes s&#39;il y a le sac adéquate. ( quantite_MAX_Ramassable = 10 )</span>
<a name="l00027"></a>00027 <span class="comment">*   - Notre perso a un sac pouvant contenir 5 bombes maximum. ( quantite_MAX_en_stock = 5 )</span>
<a name="l00028"></a>00028 <span class="comment">*   - Le sac contient actuellement 3 bombes.( quantite_utilisable = 3)</span>
<a name="l00029"></a>00029 <span class="comment">*   - J&#39;ai donc 2 bombes posées. Ces 2 bombes sont dans la variable @link bonus::c_listEvent c_listEvent@endlink en attandant qu&#39;elles explosent ^^</span>
<a name="l00030"></a>00030 <span class="comment">*/</span>
<a name="l00031"></a><a class="code" href="classbonus.html">00031</a> <span class="keyword">class </span><a class="code" href="classbonus.html" title="Gère les bonus.">bonus</a>
<a name="l00032"></a>00032 {
<a name="l00033"></a>00033     <span class="keyword">public</span>:<span class="comment"></span>
<a name="l00034"></a>00034 <span class="comment">        /*!</span>
<a name="l00035"></a>00035 <span class="comment">        * @enum t_Bonus</span>
<a name="l00036"></a>00036 <span class="comment">        * @brief Les types de bonus possible dans le jeu</span>
<a name="l00037"></a>00037 <span class="comment">        *</span>
<a name="l00038"></a>00038 <span class="comment">        * @attention En cas de modification du nombre d&#39;element, modifier aussi</span>
<a name="l00039"></a>00039 <span class="comment">        * le define NB_ELEMENT_t_Bonus</span>
<a name="l00040"></a>00040 <span class="comment">        */</span>
<a name="l00041"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef">00041</a>         <span class="keyword">enum</span> <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> {
<a name="l00042"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efa5377d867e4dcd5d8e6656217d02fdc9f">00042</a>             <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efa5377d867e4dcd5d8e6656217d02fdc9f">bombe</a>=0,
<a name="l00043"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efa3758eac4c25825d7f7cb8f5ec4bc610e">00043</a>             puissance_flamme,
<a name="l00044"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efaf580f32a0c46beb866416ad197e19757">00044</a>             declancheur,
<a name="l00045"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efae2dd393722ba461c826db4bc25f044eb">00045</a>             pousse_bombe,
<a name="l00046"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efa1246f4ca553bef6a133a81553cbb9b41">00046</a>             vie,
<a name="l00047"></a>00047 
<a name="l00048"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efad4da04441bd150d48c295dcde0e6b18e">00048</a>             NB_ELEMENT_t_Bonus,
<a name="l00049"></a>00049             <span class="comment">// Signal pour les event</span>
<a name="l00050"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efacf77abc7c3768ee97c83ef9a57f0707b">00050</a>             SIGNAL_kill,
<a name="l00051"></a>00051 
<a name="l00052"></a>00052             <span class="comment">// NE RIEN METTRE APRES CET ELEMENT. NE PAS COMPTER CETTE ELEMENT</span>
<a name="l00053"></a><a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efae1ab0b7bbc4bd501f72f12979b6208bd">00053</a>             <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7efae1ab0b7bbc4bd501f72f12979b6208bd" title="Sert pour bonus::getBonusAleatoire();.">__RIEN__</a><span class="comment">//!&lt; Sert pour bonus::getBonusAleatoire();</span>
<a name="l00054"></a>00054 <span class="comment"></span>        };
<a name="l00055"></a>00055         <span class="keyword">enum</span> {
<a name="l00056"></a><a class="code" href="classbonus.html#a110b2b11bc96a93e23306d3b950e26b4a0ffaa2605f0b68f8cb75e956e01fa02e">00056</a>             <a class="code" href="classbonus.html#a110b2b11bc96a93e23306d3b950e26b4a0ffaa2605f0b68f8cb75e956e01fa02e">VITESSE_flammes</a> = CLOCKS_PER_SEC/10,<span class="comment">// Vitesse de déflagration en milli-sec</span>
<a name="l00057"></a><a class="code" href="classbonus.html#a110b2b11bc96a93e23306d3b950e26b4aed68e439577aba2b507743b6bfe20f97">00057</a>             <a class="code" href="classbonus.html#a110b2b11bc96a93e23306d3b950e26b4aed68e439577aba2b507743b6bfe20f97">VITESSE_pousseBombe</a> = CLOCKS_PER_SEC/20
<a name="l00058"></a>00058         };
<a name="l00059"></a>00059 <span class="comment"></span>
<a name="l00060"></a>00060 <span class="comment">        /*!</span>
<a name="l00061"></a>00061 <span class="comment">        * @struct s_bonus_proprieter</span>
<a name="l00062"></a>00062 <span class="comment">        * @brief Cette structure accueil la propriété des bonus</span>
<a name="l00063"></a>00063 <span class="comment">        */</span>
<a name="l00064"></a><a class="code" href="structbonus_1_1s__bonus__proprieter.html">00064</a>         <span class="keyword">typedef</span> <span class="keyword">struct </span>{<span class="comment"></span>
<a name="l00065"></a>00065 <span class="comment">            /**</span>
<a name="l00066"></a>00066 <span class="comment">            * @var bonus::s_bonus_proprieter::duree</span>
<a name="l00067"></a>00067 <span class="comment">            * La durée peut avoir 3 status&lt;br /&gt;</span>
<a name="l00068"></a>00068 <span class="comment">            * - -1 =&gt; Pas de callback</span>
<a name="l00069"></a>00069 <span class="comment">            * - +0 =&gt; Callback direct</span>
<a name="l00070"></a>00070 <span class="comment">            * - &gt;0 =&gt; Callback au bout de X secs</span>
<a name="l00071"></a>00071 <span class="comment">            */</span>
<a name="l00072"></a><a class="code" href="structbonus_1_1s__bonus__proprieter.html#aca969320215921acf54d4182b20f3463">00072</a>             clock_t duree;<span class="comment">// Durée d&#39;utilisation</span>
<a name="l00073"></a>00073             <span class="comment">//t_Bonus type; // &lt;- Le type est stocké dans le numéro du tableau [0] -&gt; [t_Bonus::bombe]</span>
<a name="l00074"></a><a class="code" href="structbonus_1_1s__bonus__proprieter.html#af8d5087d94ec4221509b5c50706c6702">00074</a>             <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> probabiliter_pop;<span class="comment">//!&lt; Pourcentage q&#39;un bonus pop (valeur: entre 0 et 100 au max)</span>
<a name="l00075"></a><a class="code" href="structbonus_1_1s__bonus__proprieter.html#a4341448d66820a18b94428d04bcc542d">00075</a> <span class="comment"></span>            <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_Ramassable;<span class="comment">//!&lt; Quantité max qu&#39;un joueur peut avoir d&#39;un objet</span>
<a name="l00076"></a>00076 <span class="comment"></span>        } <a class="code" href="structbonus_1_1s__bonus__proprieter.html" title="Cette structure accueil la propriété des bonus.">s_bonus_proprieter</a>;
<a name="l00077"></a>00077 
<a name="l00078"></a>00078 <span class="comment"></span>
<a name="l00079"></a>00079 <span class="comment">        /*!</span>
<a name="l00080"></a>00080 <span class="comment">        * @struct s_Event</span>
<a name="l00081"></a>00081 <span class="comment">        * @brief Cette sturcture accueil les Events posées</span>
<a name="l00082"></a>00082 <span class="comment">        *</span>
<a name="l00083"></a>00083 <span class="comment">        * Exemple: C&#39;est par elle que l&#39;on sait quand une bombe explose.&lt;br /&gt;</span>
<a name="l00084"></a>00084 <span class="comment">        * Elle fourni, le Où  et Quand.&lt;br /&gt;</span>
<a name="l00085"></a>00085 <span class="comment">        * @note Passe -Wpadded pour 32bit (16o)</span>
<a name="l00086"></a>00086 <span class="comment">        */</span>
<a name="l00087"></a><a class="code" href="structbonus_1_1s___event.html">00087</a>         <span class="keyword">typedef</span> <span class="keyword">struct </span>{
<a name="l00088"></a><a class="code" href="structbonus_1_1s___event.html#a537a74c981803a9765bbf41dd60301a8">00088</a>             <a class="code" href="structs___coordonnees.html" title="struct de coordonnées ( x,y )">s_Coordonnees</a> pos;<span class="comment">//!&lt; Position de la bombe posé (8o)</span>
<a name="l00089"></a><a class="code" href="structbonus_1_1s___event.html#aa39a2d33fea691fb375b67d95b187dc3">00089</a> <span class="comment"></span>            clock_t finEvent;<span class="comment">//!&lt; Temps avant la fin de l&#39;event (4o)</span>
<a name="l00090"></a><a class="code" href="structbonus_1_1s___event.html#a0af6be88afe3e2d6eacbee01f874f1d3">00090</a> <span class="comment"></span>            <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> type;<span class="comment">//!&lt; Le bonus (4o)</span>
<a name="l00091"></a>00091 <span class="comment"></span>        } <a class="code" href="structbonus_1_1s___event.html" title="Cette sturcture accueil les Events posées.">s_Event</a>;
<a name="l00092"></a>00092 
<a name="l00093"></a>00093     <span class="keyword">private</span>:<span class="comment"></span>
<a name="l00094"></a>00094 <span class="comment">        /*!</span>
<a name="l00095"></a>00095 <span class="comment">        * @struct s_bonus</span>
<a name="l00096"></a>00096 <span class="comment">        * @brief Cette sturcture accueil un bonus d&#39;un joueur.</span>
<a name="l00097"></a>00097 <span class="comment">        *</span>
<a name="l00098"></a>00098 <span class="comment">        * ( un tableau de cette structure forme l&#39;ensemble des bonus d&#39;un joueur )</span>
<a name="l00099"></a>00099 <span class="comment">        * quantite_utilisable: Nombre d&#39;objet possédé actuellement et utilisable</span>
<a name="l00100"></a>00100 <span class="comment">        * quantite_MAX_en_stock: Quantité Maxi d&#39;un objet ( ex: 5 bonus de type bombe =&gt; 5 Bombes max en stock ! )</span>
<a name="l00101"></a>00101 <span class="comment">        * @note Passe -Wpadded pour 32bit (4o)</span>
<a name="l00102"></a>00102 <span class="comment">        */</span>
<a name="l00103"></a><a class="code" href="structbonus_1_1s__bonus.html">00103</a>         <span class="keyword">typedef</span> <span class="keyword">struct </span>{
<a name="l00104"></a><a class="code" href="structbonus_1_1s__bonus.html#a62b740418b6788c8a0ebccccbad25acf">00104</a>             <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_utilisable;<span class="comment">//!&lt; Nombre d&#39;objet possédé actuellement et utilisable (1o)</span>
<a name="l00105"></a><a class="code" href="structbonus_1_1s__bonus.html#aefa1216766fa9669a39ae9229b472c23">00105</a> <span class="comment"></span>            <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_en_stock;<span class="comment">//!&lt; Quantité Maxi d&#39;un objet (1o)</span>
<a name="l00106"></a>00106 <span class="comment"></span>        } <a class="code" href="structbonus_1_1s__bonus.html" title="Cette sturcture accueil un bonus d&amp;#39;un joueur.">s_bonus</a>;
<a name="l00107"></a>00107 
<a name="l00108"></a>00108         <span class="comment">// struct {</span>
<a name="l00109"></a><a class="code" href="classbonus.html#a70c1099c7baf61ef267b197c6e2df96a">00109</a>             std::vector&lt;s_Event&gt;        <a class="code" href="classbonus.html#a70c1099c7baf61ef267b197c6e2df96a" title="Tableau contenant les bombes posées (12o).">c_listEvent</a>;<span class="comment">//!&lt; Tableau contenant les bombes posées (12o)</span>
<a name="l00110"></a>00110 <span class="comment"></span>            <span class="comment">// Varaible Générale ( Variables global à toutes les class )</span>
<a name="l00111"></a><a class="code" href="classbonus.html#a42db51371ce1c54883f006f043b190a7">00111</a>             <span class="keyword">static</span> <a class="code" href="structbonus_1_1s__bonus__proprieter.html" title="Cette structure accueil la propriété des bonus.">s_bonus_proprieter</a>*  <a class="code" href="classbonus.html#a42db51371ce1c54883f006f043b190a7" title="Liste des bonus chargé et utilisables sur la map ( cette var n&amp;#39;est remplis q&amp;#39;une fois ! (stat...">C_bonusProp</a>;<span class="comment">//!&lt; Liste des bonus chargé et utilisables sur la map ( cette var n&#39;est remplis q&#39;une fois ! (static) )</span>
<a name="l00112"></a>00112 <span class="comment"></span>            <span class="comment">// Varaibles Local à la class ( à l&#39;instance de chaque class )</span>
<a name="l00113"></a><a class="code" href="classbonus.html#a3aca43de4526d4852c48c93e7a0e8c4d">00113</a>             <a class="code" href="structbonus_1_1s__bonus.html" title="Cette sturcture accueil un bonus d&amp;#39;un joueur.">s_bonus</a>                     <a class="code" href="classbonus.html#a3aca43de4526d4852c48c93e7a0e8c4d" title="Liste des bonus attrapé par un player. ( bonus utilisable ).">c_liste</a>[NB_ELEMENT_t_Bonus];<span class="comment">//!&lt; Liste des bonus attrapé par un player. ( bonus utilisable )</span>
<a name="l00114"></a>00114 <span class="comment"></span>        <span class="comment">// }</span>
<a name="l00115"></a>00115 
<a name="l00116"></a>00116 
<a name="l00117"></a>00117     <span class="keyword">public</span>:
<a name="l00118"></a>00118         <a class="code" href="classbonus.html#ad6dc71f2ecd1ffe871a7aff4b419052b" title="Initialise la class bonus ( mais ne créer et ne charge aucun bonus en mémoire ).">bonus</a>();<span class="comment">// Constructeur</span>
<a name="l00119"></a>00119         <a class="code" href="classbonus.html#a59529e7a3ded2fb97689e04c21894099" title="Désinitialise la class bonus et supprime tous les bonus qui ont pu être chargés.">~bonus</a>();<span class="comment">// Destructeur</span>
<a name="l00120"></a>00120         <span class="keyword">static</span> <a class="code" href="structbonus_1_1s__bonus__proprieter.html" title="Cette structure accueil la propriété des bonus.">s_bonus_proprieter</a>* <a class="code" href="classbonus.html#a520116b2a2842563acb732ba56199595" title="Renvoie le pointeur des bonus généraux.">bonusProp</a>();<span class="comment">// Constructeur pour C_bonusProp</span>
<a name="l00121"></a>00121         <span class="keyword">static</span> <span class="keywordtype">void</span> <a class="code" href="classbonus.html#a7b243eb4b56dce02b2008fb78d868684" title="Détruit les bonus qui étaient utilisables durant la partie.">unInitBonusProp</a>();<span class="comment">// Destructeur pour inclut C_bonusProp</span>
<a name="l00122"></a>00122 
<a name="l00123"></a>00123         <span class="comment">// Accesseurs</span>
<a name="l00124"></a>00124         <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> <a class="code" href="classbonus.html#a6d080874a788cfacfb23c9a03733709a" title="Renvoie la quantité utilisatble d&amp;#39;un bonus.">quantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b ) <span class="keyword">const</span>;
<a name="l00125"></a>00125         <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> <a class="code" href="classbonus.html#a24519446ce39620ac958f7702c9ba868" title="Renvoie la quantité MAX que le joueur a rammassé d&amp;#39;un bonus.">quantiteMAX</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b ) <span class="keyword">const</span>;
<a name="l00126"></a>00126         <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> <a class="code" href="classbonus.html#a4c2837caa68bfe4b796c7072c6001ca2" title="Renvoie la quantité Max que l&amp;#39;on peut ramasser d&amp;#39;un objet.">quantiteMAX_Ramassable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b ) <span class="keyword">const</span>;
<a name="l00127"></a>00127         <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> <a class="code" href="classbonus.html#ad80a500afd491b35c3dfcf3d70e51ac8" title="Renvoie la probabilité qu&amp;#39;un bonus pop.">probabiliter</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b ) <span class="keyword">const</span>;
<a name="l00128"></a>00128 
<a name="l00129"></a>00129         <span class="comment">// Modificateurs</span>
<a name="l00130"></a>00130         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#aa0712503cd0829aba9e9d0edc099b316" title="Incrémente quantite_utilisable.">incQuantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b );<span class="comment">// Incrémenter quantite_utilisable</span>
<a name="l00131"></a>00131         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#aab3137a4c074a64f24c1c725fac1fe76" title="Incrémente quantite_MAX_en_stock et quantite_utilisable.">incQuantiteMAX_en_stock</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b );<span class="comment">// Incrémenter quantite_MAX_en_stock</span>
<a name="l00132"></a>00132         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#a09ddd6bcfc30cc20ee55f41ee1885136" title="Décrémente quantite_utilisable.">decQuantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b );<span class="comment">// Décrémenter quantite_utilisable</span>
<a name="l00133"></a>00133         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#a09ddd6bcfc30cc20ee55f41ee1885136" title="Décrémente quantite_utilisable.">decQuantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y );
<a name="l00134"></a>00134         <span class="keyword">inline</span> <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#a09ddd6bcfc30cc20ee55f41ee1885136" title="Décrémente quantite_utilisable.">decQuantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <a class="code" href="structs___coordonnees.html" title="struct de coordonnées ( x,y )">s_Coordonnees</a> pos );
<a name="l00135"></a>00135         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#aab77df64a0e6931d90af3f500721e5cd" title="Décrémente quantite_MAX_en_stock.">decQuantiteMAX_en_stock</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b );<span class="comment">// Décrémenter quantite_MAX_en_stock</span>
<a name="l00136"></a>00136         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#af91e74965a273a977bf3eea41dc19c13" title="Charge en mémoire les paramètres par defaut pour une partie F4A.">param_Par_Defaut</a>();
<a name="l00137"></a>00137         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#af7954b0264f5afd63d9c708009f2c1e4" title="Modifie la quantité utilisable. (quantite_utilisable).">defQuantiteUtilisable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_utilisable );
<a name="l00138"></a>00138         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#a4d41164c735c2d89f03dc4bd8b1abc1f" title="Modifie la quantité MAX en stock. (quantite_MAX_en_stock).">defQuantiteMAX</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_en_stock );
<a name="l00139"></a>00139         <span class="keyword">static</span> <span class="keywordtype">void</span> <a class="code" href="classbonus.html#aa9f84e2d744bdf1542e4be434df85981" title="Modifie la quantité MAX ramassable. (quantite_MAX_en_stock).">defQuantiteMAX_Ramassable</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_Ramassable );
<a name="l00140"></a>00140         <span class="keyword">static</span> <span class="keywordtype">void</span> <a class="code" href="classbonus.html#a0a454a5b2b187ef3973b59655f18f029" title="Modifie la probabilité d&amp;#39;un bonus de pop.">defProbabiliter</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> probabiliter_pop );
<a name="l00141"></a>00141         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#a8337e02b55592ebd4c41f79e563e39a5" title="Modifie un bonus.">defBonus</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_utilisable, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_en_stock );
<a name="l00142"></a>00142         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#a8337e02b55592ebd4c41f79e563e39a5" title="Modifie un bonus.">defBonus</a>( <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> b, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_utilisable, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_en_stock, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> quantite_MAX_Ramassable, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> probabiliter_pop );
<a name="l00143"></a>00143         <span class="keyword">inline</span> std::vector&lt;s_Event&gt;* <a class="code" href="classbonus.html#a4a1eb4f717e5b65a8a87599b2dbbf262" title="La liste des events non terminé.">modEvent</a>();
<a name="l00144"></a>00144         <a class="code" href="structbonus_1_1s___event.html" title="Cette sturcture accueil les Events posées.">s_Event</a>* <a class="code" href="classbonus.html#ae6328103dfcaf03ee9cd2656ca5fa6e6" title="Renvoie l&amp;#39;envent qui se trouve a la position X, Y.">getEvent</a>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y );
<a name="l00145"></a>00145         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#ac503bb19af6f4486c412d011e20bd97e" title="Met fin au temps d&amp;#39;attente de tout les event.">forceTimeOut</a>();
<a name="l00146"></a>00146         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#ac503bb19af6f4486c412d011e20bd97e" title="Met fin au temps d&amp;#39;attente de tout les event.">forceTimeOut</a>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y );
<a name="l00147"></a>00147         <span class="keywordtype">void</span> <a class="code" href="classbonus.html#ad6c7196687883d064c8937d8b0b742b3" title="Met fin au temps d&amp;#39;attente de tous les event et ajoute le signal kill, qui signifit, qu&amp;#39;il faut supprimer l&amp;#39;armement.">kill</a>();
<a name="l00148"></a>00148 
<a name="l00149"></a>00149         <span class="comment">// Autres</span>
<a name="l00150"></a>00150         <span class="keywordtype">bool</span> <a class="code" href="classbonus.html#a8599049c6a2e5870cfa6b0ded416595e" title="Vérifit que le si le temps est écoulé pour une bombe posé.">isEvent</a>( <a class="code" href="structbonus_1_1s___event.html" title="Cette sturcture accueil les Events posées.">s_Event</a>* pos );
<a name="l00151"></a>00151         <span class="keyword">inline</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> <a class="code" href="classbonus.html#a19dd37a96e64632f94fe266b58e0611a" title="Renvoie le nombre d&amp;#39;event Traité on non.">nbEvent</a>() <span class="keyword">const</span>;
<a name="l00152"></a>00152         <span class="keyword">static</span> <a class="code" href="classbonus.html#a0d304c6fa948d0cbc4e787d775bcb7ef" title="Les types de bonus possible dans le jeu.">t_Bonus</a> <a class="code" href="classbonus.html#a4b5bd7441505cebab7959b7b7b49ec70" title="Renvoie un bonus aléatoire.">getBonusAleatoire</a>();
<a name="l00153"></a>00153 };
<a name="l00154"></a>00154 
<a name="l00155"></a>00155 <span class="preprocessor">#include &quot;<a class="code" href="bonus_8inl.html">bonus.inl</a>&quot;</span>
<a name="l00156"></a>00156 
<a name="l00157"></a>00157 <span class="preprocessor">#endif</span>
</pre></div></div>
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<hr class="footer"/><address class="footer"><small>Généré le Fri Jan 21 2011 01:21:27 pour Bomberman par&nbsp;
<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.7.1 </small></address>
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